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==Exosuit Equipment== Various tools and weapons can be attached to exosuits, providng them with ability to perform different tasks. Exosuit equipment is built by Exosuit Fabricator ("Exosuit Equipment" menu). To attach a tool or weapon, simply click with it on the exosuit. ====Generic Exosuit Equipment==== {| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable" !style="background-color:#EEEEEF;" width=200|Equipment !style="background-color:#EEEEEF;" |Description |- ![[File:Exosuit drill.png]] Drill |The drill can completely destroy most objects (with the exception of reinforced walls) and kill people who stand still within a few seconds.<br> When used for mining, the targeted and two adjacent mineral deposits will be drilled. Drills are rarely used for mining once Plasma Cutters become available.<br> Can't be attached to the Odysseus. |- ![[File:Mecha diamond drill.png]] Diamond Drill |Essentially an upgraded drill that's faster and much stronger - you can go right through minerals and reinforced walls.<br> Can't be attached to the Odysseus. |- ![[File:MiningScanner.png]] Exosuit Mining Scanner |A mech-mounted version of an advanced mining scanner with the same range, but less than half the cooldown. Is always active once attached. |- ![[File:Mecha teleporter.png]] Mounted Teleporter |A mounted teleporter that can teleport the exosuit to any location in view. |- ![[File:Mecha teleporter.png]] Mounted Gravitational Catapult |Can be used to throw objects around ('''S'''ling mode) or blast anything away from a targeted area ('''P'''ush mode). |- ![[File:Wormhole generator.gif]] Exosuit Wormhole Generator |As the name implies, the wormhole generator creates a wormhole (similar to ones spawned by Space-Time Anomaly events) at a targeted location. |- ![[File:Mounted RCD.png]] Mounted RCD |An exosuit-mounted Rapid Construction Device. Rapidly drains battery charge, but can deconstruct reinforced walls. |- ![[File:Armor booster module.png]] Armor Booster Module (Close Combat Weaponry) |Boosts exosuit armor against armed melee attacks. Requires energy to operate. |- ![[File:Armor booster module.png]] Armor Booster Module (Ranged Weaponry) |Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate. |- ![[File:Repair droid.png]] Repair Droid |Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage. |- ![[File:Energy relay.png]] Exosuit Energy Relay |Wirelessly drains energy from any APC's available power channel in the area. Not very effective. |- ![[File:Energy relay.png]] Exosuit Plasma Converter |Generates power using solid plasma sheets as fuel. Occasionally releases clouds of plasma that may catch on fire. |- ![[File:Energy relay.png]] ExoNuclear Reactor |Generates power using uranium sheets as fuel. Irradiates the environment. |} ====Specialized Exosuit Equipment==== {| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable" !style="background-color:#EEEEEF;" width=200|Equipment !style="background-color:#EEEEEF;" |Description !style="background-color:#EEEEEF;" width=200|Can be attached to |- ![[File:Hydraulic clamp.png]] Hydraulic Clamp |Gives it an ability to load objects into a cargo compartment, or lets you crush people with it.<br> Great in combination with an ore box - nearby minerals will be loaded straight into the box. !Ripley, Firefighter |- ![[File:Brokenbottle.png]] 217-D Heavy Plasma Cutter |Cuts through solid rock and can dismember unlucky targets. More effective in low pressure environments.<br> Longer range and higher damage than portable cutters. !Ripley, Firefighter |- ![[File:Exosuit extinguisher.png]] Exosuit Extinguisher |Exosuit-mounted extinguisher. Holds up to 1.000 units and can be refilled by clicking on a water tank. !Ripley, Firefighter |- ![[File:Cable layer.png]] Cable Layer |Pries up floor tiles, lays cables and cuts them; similar to a rapid cable layer. !Ripley, Firefighter |- ![[File:Sgun.png]] Exosuit Syringe Gun |Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur until the syringe injects someone.<br> Can scan and produce most reagents - these will be available for syringes and the mounted sleeper. To load syringes, click on syringe boxes or individual syringes with the gun selected.<br> Reagent synthesis has to be manually started by opening the equipment tab of the mech's status menu. !Odysseus |- ![[File:Sleeper.gif]] Mounted Sleeper |Exo-suit mounted sleeper that stabilizes patients inside and lets you inject chemicals that were produced by the mounted syringe gun.<br> Can also be used to abduct people and keep them sedated. !Odysseus |- ![[File:Mecha_medigun.png]] Medigun |Exo-suit mounted medigun which gradually heals people it's used on. Don't cross the streams! !Odysseus |- |} ====Exosuit Weapons==== Install a weapon by printing it from an exosuit fabricator and then hitting the finished mech with it. Some weapons require you to refill their ammo manually. To do this, print corresponding ammo boxes from an exosuit fabricator or from the security [[Guide_to_Research_and_Development#Techfab|techfab]], and then use them on the fininished mech. Each ammo box will fill the weapon with the same amount as the "starting ammo". {| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable" !style="background-color:#EEEEEF;" width=200|Weapon !style="background-color:#EEEEEF;" |Description !style="background-color:#EEEEEF;" |Energy drain or starting ammo/max ammo !style="background-color:#EEEEEF;" |Cooldown in seconds !style="background-color:#EEEEEF;" width=200|Can be attached to |- ![[File:CH-LC "Solaris" laser cannon.png]] CH-PS "Immolator" Laser |Fires a Laser bolt, identical to laser rifles. |30 energy per shot |0.8 !Durand, Gygax, Honker, and Phazon |- ![[File:CH-LC "Solaris" laser cannon.png]] CH-LC "Solaris" Laser Cannon |Fires a Heavy Laser bolt, identical to the laser cannon. |60 energy per shot |1.5 !Durand, Gygax, Honker, and Phazon |- ![[File:MKIV ion heavy cannon.png]] mkIV Ion Heavy Cannon |Fires a Ion bolt, identical to ion rifles. Don't hit yourself! |120 energy per shot |2 !Durand, Gygax, Honker, and Phazon |- ![[File:EZ-13_MK2_heavy_pulse_rifle.png]] eZ-13 mk2 Heavy pulse rifle |Fires a heavy pulse laser. [[Death Squad]] only. |120 energy per shot |3 !Durand, Gygax, Honker, and Phazon |- ![[File:Mecha_disabler.png]] "Peacemaker" Disabler |Fires basic disabler beams. |30 energy per shot |0.8 !Durand, Gygax, Honker, and Phazon |- ![[File:LBX AC 10 "Scattershot".png]] LBX AC 10 "Scattershot" |Fires four bullets in a spread pattern, 20 damage each. |40 / 160 |2 !Durand, Gygax, Honker, and Phazon |- ![[File:Ultra AC 2.png]] Ultra AC 2 |Fires a three shot burst of 20 damage bullets. |300 / 1200 |1 !Durand, Gygax, Honker, and Phazon |- ![[File:SRM-8 missile rack.png]] SRM-8 Missile Rack |Fires a missile which will explode on impact. Tubes must be reloaded from the outside. Can not be researched or constructed by station. |8 / 8 |6 !Durand, Gygax, Honker, and Phazon |- ![[File:BRM-6_missile_rack.png]] BRM-6 Missile Rack |Launches low-explosive breaching missiles designed to explode only when striking a sturdy target. Does not explode unless hitting a wall, door, shutter, or another mech. Does 30 damage to soft targets. Tubes must be reloaded from the outside. |6 / 6 |6 !Durand, Gygax, Honker, and Phazon |- ![[File:MKIV ion heavy cannon.png]] MKI Tesla Cannon |Fires a tesla ball that arcs off anything it hits. Causes EMP as well. |500 energy per shot |3.5 !Durand, Gygax, Honker, and Phazon |- ![[File:SGL-6 grenade launcher.png]] SGL-6 Grenade Launcher |Launches a flashbang at medium range. |6 / 24 |6 !Durand, Gygax, Honker, and Phazon |- ![[File:SGL-6 grenade launcher.png]] SOB-3 Grenade Launcher |Launches a cluster of flashbangs at medium range. Must be reloaded from the outside. |3 / 3 |9 !Durand, Gygax, Honker, and Phazon |- ![[File:Hades-Carbine.png]] FNX-99 "Hades" Carbine |Shoots incendiary bullets that leave a burning trail. |24 / 96 |1 !Durand, Gygax, Honker, and Phazon |- ![[File:Banana mortar.png]] Banana Mortar |Launches a banana peel. Very annoying, thus, fun. |100 energy per shot, 15 shots |2 !H.O.N.K. |- ![[File:Mousetrap mortar.png]] Mousetrap Mortar |Launches an armed mousetrap. |100 energy per shot, 15 shots |2 !H.O.N.K. |- ![[File:HoNkER BlAsT 5000.png]] HoNkER BlAsT 5000 |Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around. |200 energy per shot |15 !H.O.N.K. |- ![[File:Mecha punching glove.png]] Oingo Boingo Punch-face |Launches a boxing glove that can punch airlocks right out of their frames. |250 energy per punch or 500 per shot, 10 shots |2 !H.O.N.K. |} [[Category:Guides]]
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